/* * Copyright 2009 ZXing authors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ namespace ZXing.Common { /// This Binarizer implementation uses the old ZXing global histogram approach. It is suitable /// for low-end mobile devices which don't have enough CPU or memory to use a local thresholding /// algorithm. However, because it picks a global black point, it cannot handle difficult shadows /// and gradients. /// /// Faster mobile devices and all desktop applications should probably use HybridBinarizer instead. /// /// dswitkin@google.com (Daniel Switkin) /// Sean Owen /// public class GlobalHistogramBinarizer : Binarizer { private const int LUMINANCE_BITS = 5; private const int LUMINANCE_SHIFT = 8 - LUMINANCE_BITS; private const int LUMINANCE_BUCKETS = 1 << LUMINANCE_BITS; private static readonly byte[] EMPTY = new byte[0]; private byte[] luminances; private readonly int[] buckets; /// /// Initializes a new instance of the class. /// /// The source. public GlobalHistogramBinarizer(LuminanceSource source) : base(source) { luminances = EMPTY; buckets = new int[LUMINANCE_BUCKETS]; } /// /// Applies simple sharpening to the row data to improve performance of the 1D Readers. /// /// /// /// public override BitArray getBlackRow(int y, BitArray row) { LuminanceSource source = LuminanceSource; int width = source.Width; if (row == null || row.Size < width) { row = new BitArray(width); } else { row.clear(); } initArrays(width); byte[] localLuminances = source.getRow(y, luminances); int[] localBuckets = buckets; for (int x = 0; x < width; x++) { int pixel = localLuminances[x] & 0xff; localBuckets[pixel >> LUMINANCE_SHIFT]++; } int blackPoint; if (!estimateBlackPoint(localBuckets, out blackPoint)) return null; int left = localLuminances[0] & 0xff; int center = localLuminances[1] & 0xff; for (int x = 1; x < width - 1; x++) { int right = localLuminances[x + 1] & 0xff; // A simple -1 4 -1 box filter with a weight of 2. int luminance = ((center << 2) - left - right) >> 1; row[x] = (luminance < blackPoint); left = center; center = right; } return row; } /// /// Does not sharpen the data, as this call is intended to only be used by 2D Readers. /// override public BitMatrix BlackMatrix { get { LuminanceSource source = LuminanceSource; byte[] localLuminances; int width = source.Width; int height = source.Height; BitMatrix matrix = new BitMatrix(width, height); // Quickly calculates the histogram by sampling four rows from the image. This proved to be // more robust on the blackbox tests than sampling a diagonal as we used to do. initArrays(width); int[] localBuckets = buckets; for (int y = 1; y < 5; y++) { int row = height * y / 5; localLuminances = source.getRow(row, luminances); int right = (width << 2) / 5; for (int x = width / 5; x < right; x++) { int pixel = localLuminances[x] & 0xff; localBuckets[pixel >> LUMINANCE_SHIFT]++; } } int blackPoint; if (!estimateBlackPoint(localBuckets, out blackPoint)) return null; // We delay reading the entire image luminance until the black point estimation succeeds. // Although we end up reading four rows twice, it is consistent with our motto of // "fail quickly" which is necessary for continuous scanning. localLuminances = source.Matrix; for (int y = 0; y < height; y++) { int offset = y * width; for (int x = 0; x < width; x++) { int pixel = localLuminances[offset + x] & 0xff; matrix[x, y] = (pixel < blackPoint); } } return matrix; } } /// /// Creates a new object with the same type as this Binarizer implementation, but with pristine /// state. This is needed because Binarizer implementations may be stateful, e.g. keeping a cache /// of 1 bit data. See Effective Java for why we can't use Java's clone() method. /// /// The LuminanceSource this Binarizer will operate on. /// /// A new concrete Binarizer implementation object. /// public override Binarizer createBinarizer(LuminanceSource source) { return new GlobalHistogramBinarizer(source); } private void initArrays(int luminanceSize) { if (luminances.Length < luminanceSize) { luminances = new byte[luminanceSize]; } for (int x = 0; x < LUMINANCE_BUCKETS; x++) { buckets[x] = 0; } } private static bool estimateBlackPoint(int[] buckets, out int blackPoint) { blackPoint = 0; // Find the tallest peak in the histogram. int numBuckets = buckets.Length; int maxBucketCount = 0; int firstPeak = 0; int firstPeakSize = 0; for (int x = 0; x < numBuckets; x++) { if (buckets[x] > firstPeakSize) { firstPeak = x; firstPeakSize = buckets[x]; } if (buckets[x] > maxBucketCount) { maxBucketCount = buckets[x]; } } // Find the second-tallest peak which is somewhat far from the tallest peak. int secondPeak = 0; int secondPeakScore = 0; for (int x = 0; x < numBuckets; x++) { int distanceToBiggest = x - firstPeak; // Encourage more distant second peaks by multiplying by square of distance. int score = buckets[x] * distanceToBiggest * distanceToBiggest; if (score > secondPeakScore) { secondPeak = x; secondPeakScore = score; } } // Make sure firstPeak corresponds to the black peak. if (firstPeak > secondPeak) { int temp = firstPeak; firstPeak = secondPeak; secondPeak = temp; } // If there is too little contrast in the image to pick a meaningful black point, throw rather // than waste time trying to decode the image, and risk false positives. // TODO: It might be worth comparing the brightest and darkest pixels seen, rather than the // two peaks, to determine the contrast. if (secondPeak - firstPeak <= numBuckets >> 4) { return false; } // Find a valley between them that is low and closer to the white peak. int bestValley = secondPeak - 1; int bestValleyScore = -1; for (int x = secondPeak - 1; x > firstPeak; x--) { int fromFirst = x - firstPeak; int score = fromFirst*fromFirst*(secondPeak - x)*(maxBucketCount - buckets[x]); if (score > bestValleyScore) { bestValley = x; bestValleyScore = score; } } blackPoint = bestValley << LUMINANCE_SHIFT; return true; } } }